Before the Friday is what I'm aiming for.
I'd say don't assign that XP to any skill at all.
If you are already the world's biggest fencing expert, you wouldn't learn Sailing because you continue to do fencing, right?
Hmmm true ....
If anything, DON'T increase your skill values but DO increase the points needed for the next level.
By still increasing the player level, so would many non-player characters, making the later game more challenging.
But that part is debatable.
I've already made it harder, in the past the amount of XP you had to gain for a level was the same for each level, altough your experience became more or less depending on your rank. Now the xp required for a skill is the same as the XP required for a level (divided by the amount of skillpoints you get per level which is now set at 2).
This means if you start at level 1 and you would only level fencing you should be able to reach level 10 for fencing in 5 levels.
In practise it means you need to get round level 50 to have all skills maxed out. All perks will max out at level 100. If it goes to fast we could easily changed the amount of skillpoints per level to 1.
The system is set up in a way you should be able to level the same amount in both the old and new system.
I'm not sure I follow your thoughts there. With period, you don't mean one of the six time periods, right?
Or are you thinking to increase all skills with 1-4% every day, regardless of whether you use them or not? That skips the intention of the Auto Skill System, doesn't it?
This is about other characters. I dont know if anyone knew but all characters in the game level up the more you see them. I want to improve on this a little bit because now it's mostly a prove of concept from what I see. It does work, but it only checks if you saw the character more then a day ago, and if so it will get 1 to 4 % of the experience needed to levelup. This is not fair ofcourse for some characters which you might see more often etc. So I want to take into account the days which are passed since you last saw him or her. Also now the system doesn't remember the old checkdata if he doesn't get experience, so if you see a specific character 2 a day he wont never get any experience.
Improvements on this system is what mostly increased the loading time between area's because in the past there was a loop trough all characters in this while it wasn't needed.
Two thoughts:
- If possible, it would be nice if the old system of manually assigning skill points remains a possibility (though I don't know if anyone still uses that)
Like I said before it actually does work again right now
- How doable would it be to change the range of the skills from 1-10 to 1-100? That would make it even harder to gain full skills.
This second part is purely hypothetical, though. Just something I've been wondering about, but not sure if we should indeed do it.
I think changing the MAX SKILL parameter should do the trick already because I programmed everything dependable on those kind of paramters, but I would need to check that when I'm back home. Problem I could see is that probably some calculations will use functions like
(11-Skill)*multiplier
or something like that ...
What we could do maybe is make it look like it goes higher but still have it internally show 0 till 10 ...
So for example when it goes from 0 till 100 all skills from 0 till 10 will show internally like skill 1 and after 10 it becomes 2 etc...